Investments:
Investments are fairly straightforward: By investing a percentage of your income in a region of space you gain a passive benefit and in most cases $100 in income.  These investments 
all have different rules depending on where the investment is located.  You are limited to buying a single investment per year in a tree, with the caveat that spending Prestige allows 
you over this cap by one.  You can have as many investments as you’d like spread out over the different areas.   

All Investments have a minimum cost of $300.

Investing in Earth-Luna:
With the clearing of Earth's orbitals, the shattered nations of Earth are beginning to rejoin wider human civilization. They are in many ways still dealing with resource limitations, 
education shortfalls, environmental disasters, and a whole host of other issues that need to be contended with. In order to do this in a reasonably timely fashion, the human homeworld 
needs outside investment. The cost is considerable, but the potential payoff, in terms of securing relationships with the recovering Earth states and reaping the benefit of Golden Age 
technology and resources, should not be discounted.

There are, in theory, an infinite number of potential investments on Earth-between the mother world and her moon, the population is something like five billion, after all-but the 
initial investment is significant. Establishing an investment requires 5% of your Income and some form of commitment in both resources (either additional funding, or ground troops, or 
something of that nature) and posting to demonstrate your effort. More posting, perhaps unsurprisingly, gives you a better roll on both the base value of the investment AND on the 
chances a region will level in development. Discounts are applied when determining the base % of the cost. A Major Solbound state, for example, would pay 3% of income to establish an 
Investment on Earth instead of 5%.

An Investment, once established, has a value of $100. This value doesn't grow with your income, but remains a fixed after-growth bonus. This value *can* increase or decrease based on 
events in the game, your relations with the various Solar System NPCs, and the development of a region. 

A region's development level represents, perhaps unsurprisingly, how well it's been reconstructed. Zero represents blasted craters and, currently, no part of Earth is actually that 
badly off. There is a chance of the development of a region going up organically based on random factors, but the amount of investments in a region (especially if some of those powers 
are Solbound has a much larger impact) is a much more significant factor. Level 5 represents player states or the major NPCs, while Level 2-3 is the seedier parts of the Demimonde like 
Epsilon Eridani.

To get the maximum level of bonus in a region, you must have a number of investments equal to the development level. So if a region has developmental level 3, and you have two 
investments, you only get the second level bonus and not the third.

Each player state traces its origins to an Earth region, be it culturally, religiously, or in some other fashion. Identify that region based on your national fluff. That region enjoys 
a 1% discount on investments. Major Solbound states select two regions.

Regions:
North America (To Panama, includes the Caribbean)
0 ~ Nothing
1 ~ Add +1d3 to espionage missions.
2 ~ Earth investments are worth an additional $25.
3 ~ New DI costs $35 per point instead of $40.
4 ~ Exploration and Survey costs are reduced by 30%.
5 ~ Gain 1 RCP, which may only be spent on buying an Advantage or reducing a Disadvantage.

South America
0 ~ Nothing
1 ~ +2 diplomacy with Elysian Minors.
2 ~ Reduce Military Upkeep by 1%.
3 ~ +2 diplomacy with all human Minors. (this supersedes the rank 1 effect)
4 ~ Receive a single basic terrestrial resource that cannot be traded.
5 ~ Gain 1 RCP, which may only be spent on buying an Advantage or reducing a Disadvantage.

Europe (Includes all of Russia)
0 ~ Nothing
1 ~ 10% $ discount on orbital and ground defenses.
2 ~ Gain +1d6 to Espionage Defense.
3 ~ 20% $ discount on orbital and ground defenses. (this replaces the rank 3 effect)
4 ~ You reroll 1s on luck and tactics rolls in combat.
5 ~ Gain 1 RCP, which may only be spent on buying an Advantage or reducing a Disadvantage.

Africa
0 ~ Nothing
1 ~ 15% discount on helium infrastructure (Military Dredge)
2 ~ 10% discount on colonization costs.
3 ~ 25% discount on helium infrastructure (Military Dredge) (This replaces the rank 1 effect)
4 ~ Ground Forces Training +50% as effective (For every two brigades paid for, produce three) (Landcruisers, warmechs, Hoplites, and other “super” units do not benefit from Africa 
IV.)
5 ~ Gain 1 RCP, which may only be spent on buying an Advantage or reducing a Disadvantage.
K
West Asia (Middle East, Central Asia, to Indian border)
0 ~ Nothing
1 ~ Gain +1 to morale rolls.
2 ~ Your base DI grows by +1% each year.
3 ~ Your units have perfect morale while engaged in operations in the Solar System.
4 ~ Your base DI grows by +2% each year. (This replaces the rank 2 effect)
5 ~ Gain 1 RCP, which may only be spent on buying an Advantage or reducing a Disadvantage.

East Asia (China/Korea/Japan/South East Asia)
0 ~ Nothing
1 ~ Gain +2 to luck rolls.
2 ~ 5% discount on researching new technology.
3 ~ Your ground troops receive a +1 terrain bonus to their opposing mobility roll.
4 ~ 10% discount on researching new technology.
5 ~ Gain 1 RCP, which may only be spent on buying an Advantage or reducing a Disadvantage.

Oceania (Australia, Pacific Islands, Indonesia, Philippines)
0 ~ Nothing
1 ~ Reduce Social Spending by 3%
2 ~ All infantry & armor units receive +1 to their direct combat rolls.
3 ~ Reduce Social Spending by 5% (this replaces the rank 1 effect)
4 ~ All infantry & armor units receive +2 to their direct combat rolls.  (replaces the rank 2 effect)
5 ~ Gain 1 RCP, which may only be spent on buying an Advantage or reducing a Disadvantage.

Luna
0 ~ Nothing
1 ~ 10% discount on resource infrastructure
2 ~ 1% discount on developing new technology.
3 ~ All Void Infantry units receive a +1 to their direct combat rolls.
4 ~ 2% discount on developing new technology (this replaces the rank 2 effect)
5 ~ Gain 1 RCP, which may only be spent on buying an Advantage or reducing a Disadvantage

Grid Investments:
Jewel states pay 5% of income for Grid investments and 10% for Demimonde investments, Demimonde states the reverse, and Metaller states pay 7.5% for either.

All Jeweller states get 3 points to distribute among Grid investment as they see fit, to represent how they fit into the Grid as a whole. The investment income from this is $0 (it's 
just rolled into your GDP for simplicity)
All Demimonde states (no grid connections at all) get 3 points to distribute among Demimonde investments as they see fit. Same rules for income as above.
All Metallers (not on a jewel but jumpgate connected to other systems) get 1 Grid, 1 Demimonde and one of-choice to distribute. Same rules for income as above.

Notes: You may only ever have one bonus Ethos. Any additional bonus ethos become 1 RCP each.

Levels 1 through 4 each allow for one selection off the lettered options. Level 5 provides a specific bonus. If the same specific effect is enabled by multiple ethos (such as 'DI costs 
$35 per') the bonus does not stack. General effects (such as '1% upkeep reduction') does stack.

Grid Shipping
Your state is a major player in Grid shipping, owning many freighters large and small. Other people's commerce will often fly via your hulls.
A - New DI costs $35 per point
B - Increase annual DI construction cap by 5%
C - You pay $1/per less to purchase DI from DDI
D - All your cruisers gain 1 S cargo/troop module. All your capital ships gain 1 L cargo/troop module. This module is lost if the ship in question suffers more than 25% hull damage 
(hope it wasn't loaded)
E - You pay 25% less to construct gates
F - Fireships; you may spend $ to load old freighters with bombs and deploy them in battle (specifics TBD)
G - Q-Ships; you may construct ships with a S module that makes them look like innocuous civilian ships.
H - When scrapping ships, you gain 50% of the $ and DI back.
I - Your base DI grows by +1% each year.
J - Shipping Embargo; once yearly you may target a player who will suffer a 0.5% GDP growth penalty.
Level 5 - Your Bootstrapper ethos acts as if it were one level higher. (none -> minor, minor -> major) If you already have Major Bootstrapper, you may immediately take another minor 
ethos.

Grid Marketshare
Your state will get larger. Not with tanks and battlecruisers, but with iPods and automobiles.
A - Your DI naturally increases by 1% annually.
B - +2% bonus income
C - 10% reduction in extractor cost
D - You may embargo a target nation, reducing their annual growth by 0.5%
E - You may supply foreign aid to target nation with lower total Income than you, reducing your Income growth by 0.5% but the target gains 1% in growth.
F - You may construct up to $1000 in income infrastructure in (hopefully friendly) Grid states.
G - Ledger of Grudges; Gain +5 Tactics against anyone who wronged you, reduced by 1 for every year since the action was done.
H - Reduce Social Spending by 3%
I - 5% discount on researching new technology
J - You may supply industrial support to a nation with less DI than you, doubling their annual DI growth cap but you may not construct any DI.
Level 5 - Your Materialism ethos acts as if it were one level higher. (none -> minor, minor -> major) If you already have Major Materialism, you may immediately take another minor 
ethos.

Grid Policing
Woo Woo it's the Space Police!
A - +1 Tracking
B - Espionage against your state suffers -1D4
C - +2 Tactics fighting on the Grid
D - All STL warships count as being 2/3rd cost for upkeep purposes. (Though Parasite ships can perform in-system jump with their Parasite Module, the cannot travel to another system on 
their own, therefore, they are considered to be STL ships.)
E - Reroll any speed checks to SHORTEN range.
F - +5% bonus income but suffer -3 diplomacy with all Grid NPCs (crooked cops)
G - Reroll tactics fighting Golgotha and Other Scum
H - 10% $ discount on orbital defenses
I - You may construct Lockdown Prime parasite ships
Level 5 - Your Multilateral ethos acts as if it were one level higher. (none -> minor, minor -> major) If you already have Major Multilateralism, you may immediately take another minor 
ethos.

Dark Demimonde
We call it L'Astra Nostra.
Level 1 - You immediately get one DA (specifics TBD with moderators) and may construct/operate DA as if you were Minor Clenched Fist.
A - +5% bonus income but suffer -3 diplomacy with all Grid NPCs
B - +1D6 Espionage against Jeweller states. Half bonus vs Metallers.
C - +2% bonus income by laundering money
D - Reduce DA cost by 1/4.
E - Reroll any speed checks to OPEN range.
F - Pirate Invasion; every year you may target a state who suffers -1% GDP growth for that year. You gain 0.5% GDP growth.
G - Reroll Tactics when deploying DA against Jeweller states
H - You may spend 20 Prestige to immediately gain a cash injection equal to 5% of your total annual income
I - Looting Spree; your units are twice as effective at $ looting.
Level 5 - Your Clenched Fist ethos acts as if it were one level higher. (none -> minor, minor -> major) If you already have Major Clenched Fist, you may immediately take another minor 
ethos. Furthermore, you may opt to replace 'species traitors' with 'Jewellers' for purposes of ethos effects.

Demimonde Solidarity
There are always friends out there.
A - Reduce social spending by 2%
B - 20% cost reduction on Xenotech research
C - You may research and develop Xenotech in the same budget year
D - Your Treasure Ships gain 20% to all stats
E - Exploration costs are reduced by 30%
F - +1D6 diplomatic rolls with Demimonde states
G - You may throw a Jubilee, increasing the GDP growth of you and a target Demimonde nation by 0.5%
H - +1D3 on survey loot table
I - Receive a single basic asteroid resource that cannot be traded.
Level 5 - Your Starbound ethos acts as if it were one level higher. (none -> minor, minor -> major) If you already have Major Starbound, you may immediately take another minor ethos.

Demimonde Militancy
The only way to a free Demimonde is a supreme Demimonde.
A - 1% military upkeep reduction
B - +2 Stealth
C - Effective DI is increased by 25%, but military upkeep is also increased by 2.5%. (Does not stack with Major Militarism DI Increasing Effect)I
D - Free "Royal Guard" ground unit of $150 that has innate martyrdom-does not cost upkeep.
E - Cruisers build 25% faster
F - Pirate Invasion; every year you may target a Grid-connected state who suffers -1% GDP growth for that year. You gain 0.5% GDP growth.
G - Reroll Tactics when deploying DA against Jeweller states
H - The dollar cost of warships is reduced by 20% for construction purposes only.
I - +2 tactics fighting in an inhabited, non-Grid system.
Level 5 - Your Militarism ethos acts as if it were one level higher. (none -> minor, minor -> major) If you already have Major Militarism, you may immediately take another minor ethos.

Jardin Investments
5% of income per investment.
Terraforming Services [Each investment turns a radzone and the later Great Dust Ocean proper into habitable zone]
1. +$100 income for terraformable habitual worlds
2. Deep Crust Engineering: Roll to discover Rare Terrestrial Resource in habitual worlds [repeatable]
3. Rad Troopers Training: Your ground units are immune to tactics/luck penalties that result from hostile environments and half their penalty fighting in the void.

Modernization
1. He3 Speculation: You may build twice as much gas giant infrastructure in a given holding concurrently before the price increases. 
2. Long Haul Fusion Torches: 15% faster conventional engines (not compatible with grav-plane.
3. Long Range Hull-form: New-Build Warships cost 5% less, both $ and DI (does not apply to existing hulls)

Federation Politics
1. Senators: Buys good relations with the Federation Assembly [Increases economic non-growth income by 5% for the investing state]
2. Generals: buys good relations with the Federation International Fleet and Peacekeepers: Buys good relations with the International Forces, [Investing PC get decreases upkeep for 
military by 1%]
3. Miners: buys good relations with the United Mining corporation: [Investing PC gets decrease costs of resource extractors by 5%]

Anti-Jardin Union Group (pay in ships and troops)
A. Rockrats: +1 stealth
B. Silhouette: Buys "heroic" spec ops unit [Repeatable]
C. Desert Nomads: Buys Nomad stealth unit [Repeatable]
D. Unnamed High Command: Minkowski Particles White Light [Large EW modules give 1 additional Elusive]

Eidolon Unity / Republic of Gardenia Investments
These investments require donation of growth, but pay the standard $100 income.
~2% of your growth is 2% of your GDP.
~Investments are permanent
~If you have $10,000 gdp, and have a growth of 2%, that would make your GDP become $10,200 after growth. If you decrease your growth by 2% (to 0%), that would make your GDP go from 
$10,000 to $10,000. Doing so purchases 'one' unit of Investment. This investment is yours. It produces money just like a regular investment.
~You only pay for an investment once.
~If you drop your growth by 2% this year to buy an investment, that decrease in percentage value only applies this year. For example: If you have 2% growth and drop it by 2% to 
purchase an investment, the year after you have 2% growth again. You ALSO have the investment you purchased. And you can do it again- drop your growth by 2% to purchase a second 
investment.

Max of 2 EU/RG investments per year, and you may not go beyond rank 4 in either of EU or RG if you have Rank 5+ in the opposing tree.  (Reconstruction investment is separate)
Original Post Here


Eidolon Unity

1 - Buy Genejack Servitors ($10 per servitor)
2 - Eidolon Integration I (+25% bonus to Engines, +2 TrackingSensors. This is a small module.)
3 - Build Genejack DI ($45 per GDI)
4 - Eidolon Integration II (Regen 5. This is added functionality for Eidolon Integration I. On ships of Battleship size or larger, this is a L module, representing extra shielding and 
integration doodads)
5 - Superior Neural Lace (+1 Luck, +1 Tactics, +2 Morale, +1d6 to diplomacy, roll twice for Damage Control checks)

With an Eidolon in a linked squadron, this bonus is instead:
(+2 Luck, +2 Tactics, Perfect Morale, +1d6+3 to diplomacy, roll twice for Damage Control checks)

Each Eidolon costs 0.5% of growth/GDP to bring online.

Republic of Gardenia
1 - Buy one-off super prototypes.
2 - Berserker Probes I ($1250 and 200 DI, 2.5 year construction time, counts as a cruiser for size purposes. Has 50 DI which may only be used for Light or Medium Orbital defenses, 
Starbases,  and Ground Defenses/Fortifications of any type (Light, Medium, Heavy). These defenses do not cost $$. Berserker Probes have the Expeditionary Trait, but no modules and 
are unarmed. They have equivalent HP to a heavy cruiser. 
3 - Advanced Memetic Warfare (You may construct a special Sound Stage module that permits you to use the best in memetic warfare to rally your troops and confuse your opponents. A 
sound stage provides +1 Elusive. In addition, a squadron that has one or more sound stages gains a +2 bonus to morale rolls, a +2 bonus to luck rolls, and a +1d6 bonus to diplomacy.)
4 - Berserker Probes II (Your berserker probes now have 100 DI)
5 - Helix Engine (Reduce growth by 2.5% per Helix Engine you activate in a year)


Eidolon Unity Reconstruction Investments.

Nibiru, once gleaming capital of the Eidolon Unity, is gone. What remains is a war scarred wasteland where million struggle to make sense of the violence inflicted upon them, the theft 
of their people. While the Unity as a whole is undertaking rescue and repair efforts, the capital is not what it once was, and may never be again. 

But you can help. The NDCA sent forces to aid the Unity at the height of this attack, and other polities have dedicated themselves to seeking out those who carried it out. The Unity is 
in no position to aid those latter efforts directly, but perhaps we can reward those willing to assist us in the aftermath. 

EU-R Investments are 5% of income per investment and is paid for just like regular investments and NOT like EU/RG investments. Benefits depend on the Nibiru Reconstruction Tier, which 
starts at Tier 1. You may have more EU-R investments than the current tier, and gain access to the higher tier benefits as they become available. EU-Reconstruction investments do not 
produce $$. 

Additionally, you may contribute Servitors in place of $ resource, with each servitor being worth $15 of investment. The Eidolon Unity will honor all previous Servitor sales, but until 
the appropriate Reconstruction Tier is reached, servitors will only be sold at a higher price, representing increased domestic demand for reconstruction efforts. (Until the EU-R track 
hits Tier 5, Servitors from regular EU investments cost $20 a piece). 

Thanks to their heroism, each NDCA power begins with 1 level of EU-R Investment. States that have supplied reconstruction $$ may retroactively apply it towards levels of this 
investment track. 


Tier 1:
-Cyborg Resocialization Techniques (Special project unlock that costs 100 servitors, $500 to research)
HITMarks are the standard frame for the Unity's ground combat troopers- but once converted into combat frames can be difficult to find uses for outside of wartime. To this end, the 
Eidolon Unity has developed a comprehensive program to deprogram such units and permit them to reintegrate with factory systems. Once complete, this project allows deprogramming of 
standard type HITMark brigades. For every division of HITMark troopers deprogrammed, gain 2 GDI. Note that this only functions on HITMarks converted via the standard Heavy Industry 
Trooper program, and not heavier dedicated models, such as those purchased from the Unity. (So with Heavy Industry Troopers, you convert 1 GDI into 1 Brigade, so 3 GDI gets 1 Division. 
You can convert 1 Division back into 2 GDI)

Tier 2:
- Burnout Construction (Special Project unlock that costs 300 servitors, $1000 to research). 
By cannibalizing existing Genejack Industry under harsh ‘work to destruction’ conditions, defensive fortifications and other non-station structures may be built effectively 
instantly. For each point of permanent GDI sacrificed, gain 5 points of DI worth in free ($0) Orbital, Ground and Surface-to-Space Defenses that complete construction ‘instantly’. 
(still takes effectively three months)

Tier 3:
- Neural Re-Integration Techniques (200 Servitors and $1000 to research). 100 servitors may be converted into $100 of GDP and 5 prestige. Colonies may only support $100 GDP of 
servitors, Minor Territories may support $300 gdp of servitors, and Major Territories may support $500 of Servitors. Additionally, this technology will reverse Nerve Stapling of 
sapients (If applied within six months). 

Tier 4:
- Eidolon Integration III (+2 Tracking, +2 Engines, +5% Regen, reduce final ship cost by 25%, or no extra cost for fold drive)

Tier 5:
- Iotimiline Marrow Source. Lets you establish a Helix Graveyard/Relic Site on a world of your choosing, which in turn lets you make your own Eidolons, and occasionally, Helix's will 
show up at your world to die, which increases growth that year by 1d4%. Relic Site access halves the cost of making an Eidolon and you no longer need to import Potentia from the Unity. 
(ie: 0.25% growth instead of 0.5% growth). 

United Nations Investments 
The United Nations once represented the hope of a united humanity.  It fell prey to Cablefall and the Collapse like many other human institutions, and even at its best had a 
complicated relationship with the Great Powers, but the ideal was worth saving.  The new United Nations is focused more on coordinating with external threats to the human Grid, but 
through effort by this generation’s Great Powers it can become more.
Instead of a reconstruction tier or a final reward, these investments give a final unlockable bonus to all investors if enough people invest in it - like a crowd-funding goal.  This 
represents sphere-wide efforts and effects, like creating an array of sensors spread across most known systems. Each investment costs 5% of GDP.


UN Space Command 
Fighting existential threats, saving the galaxy, being Commander Shepard / Captain John Sheridan.  The UNSC has jurisdiction over factions declared Hostis Humani Generis (enemies of 
all humankind), such as the Dahaki and rogue smart matter / Tharngolst.
1 - Stand Strong, Stand Together - All command bonuses are doubled when under UNSC authority, and your forces gain the effects of Minor Spiritualism (or upgrade Minor Spiritualism to 
Major Spiritualism , or gain a bonus on Martyrdom rolls if Major Spiritualism )
2 - Right of Salvage - Chance for loot from “dungeon” systems where you have science ships deployed on UNSC patrol missions, like a free survey.  The chance of rewards increases 
with the level of the investment
3 - Hold The Line - All forces in Tau Ceti, New Gettysburg, and other systems under UNSC jurisdiction gain perfect morale and reroll tactics.  Reroll counter-intelligence against HHG 
infiltration / subversion efforts
4 - Their Finest Hour - Chance for forces on UNSC missions to gain heroic status. This represents being the right unit at the right time to stop an incursion. Double all prestige gains 
from major operations against HHG forces. (This stacks with the Major Closed Fist bonus.)
5 - Arise, Defenders of the Galaxy - You receive the bonuses of this investment any time you encounter a HHG vessel or artifact. You gain significant diplomatic bonuses to requests for 
aid against any such vessel, and you may deploy forces against it as if you were at DEFCON 1, without increasing social spending

Unlockable: Gate Detection Grid - Any rifts or Dahaki gates within human space can be detected. Explorations / investigations of possible rifts or gates may be conducted for Prestige, 
and count as major operations for Their Finest Hour.  This may also allow for major offensives against these enemies.

Interstellar Astronavigation Organization - 
An organization dealing with the effects of the Dahaki attacks on space-time and interstellar travel. Lots of scouting and space mapping
1 - Local Sector Mapping - Travel to a sector adjacent to a mapped hex is at half cost. At Home In the Stars nations increase out-of-combat cruising speed by 20%
2 - Anomaly Detected - Chance each year to receive a target for a prestige exploration, which gives higher than normal prestige / rewards if investigated within two years of discovery
3 - Updated Charts - Within 12 hexes of a mapped hex, Increase jump range by one hex, two for expeditionary vessels.  Any emergency jump to a specific location (such as the Outreach 
investment or several of the entanglements) has double the listed range.
4 - Cartography Firmware Upgrade - Reduce the cooldown to jump by 50%, including out of a red, yellow, or orange hex.  At Home In the Stars nations reroll scatter from Gatepunch and 
tactical jumps.
5 - Stellar Pathfinders - Expeditionary science vessels may be assigned to assist in astronavigation surveys at $1000, increasing the chance of finding an exploration candidate by 10% 
each, up to a maximum of 95%

Unlockable: Distributed Interferometer Array - Everyone with tier 5 of this investment gets an additional chance of finding an exploration candidate per year. This can result in two 
candidate systems in a year.  The second roll is one tier lower than the first:  Tier 3 rolls a 75% chance, and a 50% chance, a tier 2 rolls a 50% chance and a 25% chance, and a tier 1 
rolls a 25% chance and a 1% chance.

Outreach Investment 
Outreach Station was once the center of commerce in the human sphere.  Now the Outreach Corporation is working with representatives of all power blocks to designate stations where it 
can set up shop.  Providing access to a station will unlock the first tier of this investment for your bloc at no additional cost.
1 - Outreach Station - You have free access to at least one Outreach member station and its safe zone.  You may make an emergency jump to this area from within 15 hexes, 30 hexes with 
fold drive.
2 - Outreach Finance - All Human investments outside of Sol count as $125 instead of $100.  Any human investments that cost 10% of income are reduced to 8%, and Metaller Grid/Demimonde 
investments are reduced to 6%
3 - Outreach Mercenary Bonding - All of your mercenary purchases provide double the mercenary credit.  This includes entanglement-based purchases, as Outreach guarantees your payment. 
4 - Outreach Security Consulting - Gain +1d6 espionage defense.
5 - Outreach Heavy Industries - Prestige projects cost 5% less of your total income.

Unlockable: Outreach Stock Exchange - This increases the rate at which large economy penalties diminish, and provides 5% additional stock market income.     

Xeno-Investments: 
The xeno-investments available to begin with work a bit differently than investments into the Earth-Luna system and represent more in the terms of establishing trade connections and 
reliable contacts rather than rebuilding from a giant nuclear war. Even in the case of Apex, where the tech base is far behind the Grid standard, the base standard of living and level 
of economic development is probably above the standard on Earth to start with.

A xeno-investment requires 10% of your income and is modified in the same manner as an Earthbound-Luna investment. Posting and other material actions-deployment of forces, constructing 
jumpgates, etc-can give you a discount at mod discretion. When a state completes all three branches in a tree they unlock a free RCP, which may only be spent on buying an Advantage or 
reducing a Disadvantage.

Apex:
Psychic Hyenas!  These investments provide income
Apex Military
Tier 1: 1% reduction in military upkeep
Tier 2: +1 to luck rolls in combat
Tier 3: +1 to tactics rolls in combat

Apex Economy
Tier 1: +1% to stock market gains
Tier 2: +d3 to survey rolls
Tier 3: Increased chance of finding special resources via exploration & survey

Apex Social
Tier 1: +d3 to diplomatic rolls
Tier 2: +d6 to espionage rolls
Tier 3: +d6 to all diplomatic rolls

Gateway: (Chelonian Investments)
Turtle Power!  These investments provide income
Chelonian Ground Combat Doctrine:
Tier 1: Ground unit threshold checks are each 1 lower.
Tier 2: Ground units all gain +1 to their direct combat rolls when the defender in tactical combat.
Tier 3: May add a fourth brigade to divisional formations (including for transportation purposes, you still need to actually *buy* the troops)

Chelonian Industry:
Tier 1: Functional DI +5% ('free' DI in the same sense as militarism DI)
Tier 2: Build times of capital ships reduced by 25%
Tier 3: Functional DI +10% (Doesn't stack with the Tier 1 bonus)

Chelonian Technology (Requires Chelonian Design Philosophy be researched & developed)
Tier 1: Reduces technology development costs by 1%.
Tier 2: 20% discount to researching Chelonian technology.
Tier 3: 5% discount on research costs.
Bonus: Tier 2 & 3 come with a bonus blueprint of one Protectorate technical advance.

Iase Xeno-Investment:
The Iase are a far-flung race of traders that has existed longer than the genus homo. They are not, as a result, strictly speaking in need of investment. They are looking for a "good 
deal", and deal in an assortment of goods. As a result, instead of spending money to gain investments in the Iase, you commit resources. These resources have to be committed year after 
year to get the benefits listed, you can't just trade for one year and keep all of these.
If you are noted as having a population of Iase refugees from the TKK Empire (or that Ultra exploration mission) you count as having one resource traded already (functionally you're at 
Level 1 to start)

Level 1 (1 resource) - Trade for Iase resource surveys to have a better idea where to explore: Reroll for resources in exploration rolls (as if starbound). Starbound get +1 to rerolls, 
up to 2 explorations
Level 2 (2 different resources) - Trade for another common resource - choose 1 common resource to receive in return for that year
Level 3 (3 different resources) - Trade for a rare resource - choose 1 known rare resource and receive that resource for that year
Level 4 (5 different resources) - Gain access to a known Xeno Technology and blueprints for it.
Level 5 (7 different resources) - Gain access to resource utilization information on a resource you've discovered but not researched.
Level 6 (9 different resources) - Gain intel/access on the wider galaxy once per year (private consideration/conversation from Mods, results not guaranteed)

Hyfi Investment 
Halo Owls! (10% of income directly; transferred warships count for double their cost - these investments do not return annual $)
Rank 1 Internal Superstructure: +10% ship HP
Rank 2 SPARTAN Program: Pathfinder & First In brigades gain the durability of mechanized infantry.
Rank 3 MAC Guns: +25% to firepower of kinetic spinal weapons, -1 to tracking w/spinal mount shots
Rank 4 Honeycomb Bracing: +10% ship HP
Rank 5 Reverse Engineering: 1 Xan Archive (moderator discretion on contents)

Reitaji Reconstruction Initiative
Wiped out by a Sword of Cutting Truth ages ago, the Reitaji were nothing but a memory. However, with the arrival of Reitaji from another universe, The current program of resurrecting 
the Reitaji and repairing their homeworld, Iadelphe, is starting with nothing but a cultural archive, frozen people, and a handful of dimensional wanderers from Northpoint. But you can 
help! Assisting the Reitaji does not grant income. Standard costs for non-human investment trees apply.

Reitaji Resilience

Tier 1: Prepare and Survive - Reitaji foresight has inspired some people in your nation to prepare for the worst. Some people will shelter in bunkers or otherwise survive the 
apocalypse.   You may also construct dedicated cradle/refugee centers in your holdings at a cost of $2000. These facilities ensure that any Civilian territories destroyed will survive 
in some fashion, and can quickly rebuild to 50% of its former value at the end of the year. Rebuilding a territory to original strength from that 50% must be paid for as normal.

Tier 2: Starting from Nothing - +$50 to colonial income on hostile terrestrial or inhabitable worlds. 
The reconstruction of Iadelphe and techniques pioneered there make your colonies on hostile and inhabitable worlds more productive.

Tier 3: Picking the Pieces Back Up: Techniques developed by the Reitaji Reconstruction Initiative form a powerful combination terraforming technology that rivals that of the Open Palm 
Federation. Nuked Gaians and Nuked Terrans can be restored to their original condition.  This does not require Xantech, but requires an investment of $5000 in terraforming 
infrastructure which must be left in place to stabilize the biosphere. Each year, roll a 1d6. On a 1-3, no progress is made, on a 4-6, the planet’s grade increases by one level up to 
a maximum determined by the system trait. When combined with OPF Terraforming technology, the terraforming process may be conducted by a Xan Terraforming Machine, and does not require 
permanent infrastructure to maintain.

Reitaji Design Philosophy

Tier 1: Modularity: Reitaji ship design was built around hot-swapped components and flexibility and their core cruiser design, with some updating, serves as a potent potential platform 
for operations today.
Unlocks the Reitaji Modular Cruiser design. (see below)

Reitaji Modular Cruiser 
$175 and 50 DI
Critical Resistance (1)
Jump: 4
Weight: 12, HP: 80, Firepower: 22, Crit: D8
Speed: 2d10+5, Stealth: 2, PD: 4
Construction Time: 1.75 Years.
4 Large Omnipods, 2 Small Modules

Tier 2: Through Endurance, the Stars: Recovered deep-space artifacts indicate that, despite their relatively low technology level, the Reitaji were better at long-endurance operations 
than the states of the Grid. Adapt their technology and techniques to your fleet.
Your base expeditionary fleet limit increases 50% (to 600) and expeditionary bases each provide 50 additional weight of supply.

Tier 3: Vortex Helium Scoops: Reitaji helium extraction and refining techniques were, again, highly advanced for their base level of technology. Military dredges reduce DEFCON military 
spending increases by a further .25% each.

Archaeology of the Final War

Tier 1: Weather the Storm: The structures on Reitaji that remain accessible are a marvel of engineering.
This technology increases the durability of your military infrastructure by a considerable amount against strategic attack.  This technology ensure that any military infrastructure 
destroyed will survive in some fashion, and can quickly be restored to 50% effectiveness at the end of the year. Additionally, as a result, restoring infrastructure to 100% costs half 
the final cost of building replacements from scratch.

Tier 2: Build Faster Than They Destroy  - During the Final War, Iadelphean engineers kept rebuilding, and learned to construct bases and shelters despite the hell unleashed around 
them.
This trait provides a 20% discount specifically to non-income civilian infrastructure.

Tier 3: Outlast the Steel Rain - The Sword rained hellfire upon the Reitaji forces, but they developed low-tech methods to resist orbital bombardment.
This reduces the damage taken from orbital bombardment and similar weapon by 25% 

Upon completing the entire Reitaji tree, you unlock the following instead of gaining an RCP:
Mysterious Beacon - Concept here is basically a reward for interesting posting in the thread involving this will give a better reward, possibly Sword-tech, but it would not be revealed 
until it reaches this reconstruction level.

Taloid Investments
Available for anyone with Taloid Entanglement unlocked. Cost 10% - (Entanglement Rank or Open Palm discount, whichever is higher.)

Taloid - Old Iridium

A - +1d6 diplomacy with any ‘Civilized’ Taloids (Imperials, Gens, etc)
B - Gain 1 prestige for every 2 months at peace, lose 1 prestige for every month at war.
C - Gain .5% econ growth for every 5% of Social Spending that isn’t replaced by any means.
D - 3% discount of Vanity project cost.
E - 2% discount on Megastructure cost.
F - Modernization Contract: You may pay the Research and Development costs for a Taloid faction as though they were your own. For costing purposes, Development is paid for using the 
(hopefully) friendly Taloid state’s econ size but does not gain the benefit of cost-reducing measures except for Delta Dust.
H - Migration Treaty: Provide a Taloid faction with +1% econ growth and negate your upkeep penalty for Lessons of the Starlord this year.
I - You may submit rare and unique items to the court of the Jade for acclaim. Trade survey/explo rewards that were worth prestige for $ at a 1-1000 ratio. If the Iridium Throne is 
restored, the player doesn’t pay the cost but receives the prestige.
J - Janissaries: You may purchase limited-intelligence war-servitors from the Gens. These are Teletroopers for mechanical purposes, but treat Warmechs and regular Taloid ground units 
as their command node.
Level 5 - Your Cynosural ethos acts as if it were one level higher. (none -> minor, minor -> major) If you already have Major Cynosural, you may immediately take another minor ethos.

Taloid - Worlds at War

A - Planet Bomb Array; you may construct ships with an L module that acts as Planetary Assault Weapons but may target a whole Partition simultaneously. This is indiscriminate and 
causes heavy collateral damage.
B - Ground defenses build 50% faster.
C - Void infantry fight like Mobile Infantry in non-Void environments.
D - Infantry do not suffer penalties from prolonged deployments to hostile environments (space, Shiva, etc).
E - Parasite craft can daisy-chain off one another with external clamps, doubling capacity at a cost of halved speed for the whole squadron in the first round of combat.
F - Carriers can host 1 additional squadron in their base hangars. Capital-weight carriers gain 2.
H - Ships can be scrapped to add 50% of their $ and DI value towards repairs.
I - Surrendering Taloid infantry may be reprogrammed to loyalty by paying half their $ cost.
J - Grand Colossus: Special Division-level Warmech unit, assembled by combining 3 Warmechs. Tough but not subtle.
Level 5 - Your Hegemony ethos acts as if it were one level higher. (none -> minor, minor -> major) If you already have Major Hegemony, you may immediately take another minor ethos.

Taloids - The Verge

A - +1d6 diplomacy with any ‘Renegade’ Taloids (Imperials, Gens, etc)
B - Taloid Freeport: Upgrade to Orbital and Ground Defenses, reliably spawns about $500 worth of Taloid mercs who can be hired for exploration, defense and patrol duties. There is a 
limit of 1 Freeport per system, as warband leaders dislike competition.
C - Non-faction (Banner, etc) Taloid mercenaries are 10% cheaper.
D - Taloid Mercenaries auto-repair and cost 50% less to maintain, but take 50% of salvage.
E - Double loot survey value in Taloid space.
F - Gain 1 prestige for every 2 months at war, lose 1 prestige for every month at peace.
H - Migration Treaty: Provide a Taloid faction with +1% econ growth and negate your upkeep penalty for Lessons of the Starlord this year.
I - Gain 1d3 +(Taloid Entanglement level) Taloid infantry or warmech brigades yearly as they rally to your flag
J - Grand Tourney: Pay 5 Prestige and post to have a Taloid hero unit (any ground) join your faction.
Level 5 - Your Diaspora ethos acts as if it were one level higher. (none -> minor, minor -> major) If you already have Major Diaspora, you may immediately take another minor ethos.

Taloids - Mysteries of Iron
Requires 2 maxed out Taloid Investment trees or a special relationship with either the Tribe of Iron or Gens Emerald. The amount of any given Taloid population you may build per year 
is (Investment Rank).

1 - You may build a creche of Drone-class Taloids for $500 and 25 WDI. Each creche can be applied to one colonial territory of Taloid Wilds, transforming them into civilized, organized 
taloid society.  The territory is converted to a Minor that increases income by $200 but reduces the WDI produced by the territory to 10.
2 - You may build a creche of Enforcer-class Taloids to colonize a territory for $1000, 250 WDI and 1 Prestige.
3 - You may ignore the upkeep penalty from Lessons of the Star Lord as long as you build Taloid populations yearly or retain the loyalty of a Taloid NPC.
4 - You may build Director-class Taloids for $1000, 50 WDI and 5 Prestige. These either count as .5% of income infrastructure without the territorial limit or a slotless hero upgrade 
that can be attached to any unit you already own. Capitals require a minimum 2 Directors to upgrade.
5 - Pacing the Constellations of the Celestial Sphere: You may perform a vanity project and raise a new Gens of your own design. This is an NPC with your Doctrines and Ethoses, 
beginning at Rank 1 for a 40% vanity project and increasing by 1 for every additional 10% of income you pay.